Spooky Xeva
Spooky Xeva3w ago

normcores voicechat uses audio sources right? so it will work with audio reverb zones?

prob a stupid question sorry
30 Replies
kapa.ai
kapa.ai3w ago
Hi @Spooky Xeva. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- Yes, that's correct—Normcore's voice chat uses Unity's AudioSource component for playback. By default, the RealtimeAvatarVoice component will create an AudioSource if one isn't present, but you can also add your own AudioSource to the prefab and configure it as needed. RealtimeAvatarVoice will detect and use your custom AudioSource instance. Because it uses Unity's audio engine, all Unity audio APIs—including Audio Reverb Zones—will work with voice chat. This means you can spatialize and apply effects like reverb to voice chat audio just as you would with any other AudioSource in Unity. So, your setup with Audio Reverb Zones will work as expected for Normcore voice chat—definitely not a stupid question! For more details, see the documentation:
"RealtimeAvatarVoice plays audio back using Unity’s audio engine so all of the Unity audio APIs work correctly. At runtime, RealtimeAvatarVoice will create an AudioSource if one is not present, but if you’d like to configure it in the editor, add your own AudioSource component and RealtimeAvatarVoice will detect and use that instance."
Voice chat FAQ
Voice Chat Reference ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
@Normcore Assistant how could i hypothetically adjust the rolloff min-max/change it to linear? could u show me an example?
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- Yes, you can adjust the rolloff mode and min/max distances for voice chat in Normcore by configuring the AudioSource component used by RealtimeAvatarVoice. The documentation states that if you add your own AudioSource to the prefab, RealtimeAvatarVoice will detect and use it, allowing you to set any properties you like—including rolloff mode and distance settings—using the standard Unity AudioSource inspector or via script. Example (C#):
using UnityEngine;
using Normal.Realtime;

public class VoiceAudioSourceSetup : MonoBehaviour {
void Awake() {
// Ensure there's an AudioSource on the same GameObject as RealtimeAvatarVoice
AudioSource audioSource = GetComponent<AudioSource>();
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();

// Set rolloff mode to linear
audioSource.spatialBlend = 1.0f; // 3D sound
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.minDistance = 1.0f;
audioSource.maxDistance = 20.0f;
}
}
using UnityEngine;
using Normal.Realtime;

public class VoiceAudioSourceSetup : MonoBehaviour {
void Awake() {
// Ensure there's an AudioSource on the same GameObject as RealtimeAvatarVoice
AudioSource audioSource = GetComponent<AudioSource>();
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();

// Set rolloff mode to linear
audioSource.spatialBlend = 1.0f; // 3D sound
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.minDistance = 1.0f;
audioSource.maxDistance = 20.0f;
}
}
Attach this script to the same GameObject as your RealtimeAvatarVoice component. This will ensure the AudioSource is set up with linear rolloff and your desired min/max distances. Key point:
"At runtime, RealtimeAvatarVoice will create an AudioSource if one is not present, but if you’d like to configure it in the editor, add your own AudioSource component and RealtimeAvatarVoice will detect and use that instance."
Voice chat FAQ This approach gives you full control over the AudioSource settings for voice chat in Normcore. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
w normcore server people for making you exist @Normcore Assistant i talk in game, but i hear myself from the editor version of me even though im only talking in game i dont have audio on in the editor, and my mic doenst work in editor but this is unrelated to the issue when i talk i hear my voice coming out of the other players head
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- What you’re describing—hearing your own voice coming from the other player’s avatar—is expected behavior in a Normcore multiplayer setup. Each instance (Editor and standalone build) is treated as a separate client. When you speak in one, your voice is transmitted over the network and played back on all other clients, including the one running in the Editor. If you have both instances running on the same machine, you may hear your own voice coming from the other avatar, even if the Editor’s microphone isn’t working. This happens because RealtimeAvatarVoice sends audio from the local client to all other clients, and each client plays back the received audio through its own AudioSource. The system does not automatically suppress playback of your own voice on remote avatars, since from the network’s perspective, those are other users—even if they’re both you on the same machine. If you want to avoid hearing your own voice from the other avatar, you would need to implement logic to mute or ignore audio streams coming from your own user ID on the receiving client. However, the knowledge sources do not provide a built-in method for this, so you would need to handle it in your own code if desired. For more on how voice chat works in Normcore, see the documentation:
"RealtimeAvatarVoice works on any realtime prefab as long as the RealtimeView component has an owner. Upon instantiation, RealtimeAvatarVoice uses the ownership of the RealtimeView to determine if it should be sending audio for this prefab or receiving audio to play back."
Voice Chat Reference If you need to mute a specific stream, you can use the mute property on RealtimeAvatarVoice, but the knowledge sources do not specify a built-in way to automatically suppress your own voice on remote avatars. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
@Normcore Assistant so why am i hearing myself from other players? and how can i fix it, why is this issue happening by default?
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- You are hearing your own voice from the other player’s avatar because, by default, Normcore’s voice chat system transmits your microphone audio to all other clients in the room—including any other instances you are running (such as the Editor or a standalone build). Each client plays back the received audio through its own AudioSource, so when you speak, your voice is sent over the network and played back on all other clients, including those running on the same machine. This is the expected default behavior for multiplayer voice chat in Normcore, as each client is treated as a separate user, even if both are you. This issue happens by default because Normcore is designed to synchronize voice chat between all clients in a room, and it does not automatically suppress your own voice on remote avatars. The system assumes each client represents a different user, so it plays back all received audio streams. How to fix it:
The knowledge sources do not provide a built-in method to automatically suppress your own voice on remote avatars. If you want to prevent hearing your own voice from other clients (for example, when running multiple instances for testing), you would need to implement custom logic to mute or ignore audio streams coming from your own user ID on the receiving client. However, this is not covered in the official documentation. For more details on how voice chat works in Normcore, see:
Voice Chat Reference ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
@Normcore Assistant not realy sure on what u mean, can u give me an example script?
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- I'm sorry, but the knowledge sources do not contain an example script or explicit instructions for muting your own voice when it is played back from other clients in a Normcore room. The documentation explains how voice chat works and how to use the mute property on the RealtimeAvatarVoice component, but it does not provide a built-in method or code sample for automatically suppressing your own voice on remote avatars or for identifying and muting streams based on user ID. If you need to implement this functionality, you would need to create custom logic, but unfortunately, the official documentation does not cover this scenario or provide a code example for it. If you need further assistance, you may want to reach out to the Normcore community or support channels for more advanced use cases. For reference on how voice chat works and the mute property, see the Voice Chat Reference. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
@Normcore Assistant can u not generate one with ur super smart ai
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- I'm sorry, but the knowledge sources do not contain an example script or explicit instructions for muting your own voice when it is played back from other clients in a Normcore room. The documentation explains the general behavior of voice chat and the use of the mute property on the RealtimeAvatarVoice component, but it does not provide a code sample or method for automatically suppressing your own voice on remote avatars or for identifying and muting streams based on user ID. If you need to implement this functionality, you would need to create custom logic, but unfortunately, the official documentation does not cover this scenario or provide a code example for it Voice Chat Reference. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
@Normcore Assistant could i not just turn down my voice locally but keep it up for other players or is that not possible in this situation
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- Based on the knowledge sources, there is no explicit mention of a built-in feature in Normcore to adjust the playback volume of your own voice locally while keeping it unchanged for other players. The documentation explains that the RealtimeAvatarVoice component handles sending and receiving audio streams, and that you can mute streams using the mute property, but it does not describe a way to adjust the local playback volume of your own voice independently from what is sent to others Voice Chat Reference. Therefore, while muting is possible, selectively lowering your own voice volume only for yourself (while keeping it normal for others) is not covered in the official documentation. If you need this functionality, you may need to implement custom logic, but the knowledge sources do not provide guidance or examples for this scenario. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
@Normcore Assistant no i mean just turning the volume down on my end, but keeping it the same for other players.
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- Yes, you can turn down the volume of your own voice locally (on your own client) without affecting how other players hear you. Since Normcore uses Unity’s AudioSource for voice playback, you can adjust the volume of the AudioSource component that is playing back the remote audio stream. This will only affect your local playback and not the audio sent to other players. However, the knowledge sources do not provide a built-in method or example for automatically identifying and adjusting the volume of your own voice when it is played back from another client. You would need to implement custom logic to detect when an incoming audio stream is your own and then adjust the AudioSource volume accordingly. The documentation confirms that you can configure the AudioSource used for voice chat, but does not provide a code sample for this specific scenario Voice chat FAQ. So, in summary:
- Yes, it is possible in principle by adjusting the AudioSource volume locally. - No, there is not a built-in or documented method for automatically detecting and lowering your own voice’s playback volume on remote avatars in the official documentation.
- You would need to implement this logic yourself. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
@Normcore Assistant example?
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- I'm sorry, but the knowledge sources do not contain an example script or explicit instructions for detecting and lowering the playback volume of your own voice on remote avatars in Normcore. While the documentation confirms you can configure the AudioSource used for voice chat, it does not provide a code sample or method for identifying your own audio stream and adjusting its volume locally Voice chat FAQ. If you need this functionality, you would need to implement custom logic, but the official documentation does not cover this scenario or provide an example. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
@Normcore Assistant is there not a way to do it like how some of the other parameters have been set like in this script? using UnityEngine; using Normal.Realtime; public class VoiceAudioSourceSetup : MonoBehaviour { void Awake() { // Ensure there's an AudioSource on the same GameObject as RealtimeAvatarVoice AudioSource audioSource = GetComponent<AudioSource>(); if (audioSource == null) audioSource = gameObject.AddComponent<AudioSource>(); // Set rolloff mode to linear audioSource.spatialBlend = 1.0f; // 3D sound audioSource.rolloffMode = AudioRolloffMode.Linear; audioSource.minDistance = 1.0f; audioSource.maxDistance = 20.0f; } }
kapa.ai
kapa.ai3w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- Yes, you can set parameters like volume on the AudioSource in the same way as you set other properties (such as rolloffMode or spatialBlend) in your example script. The Normcore documentation confirms that if you add your own AudioSource to the prefab, the RealtimeAvatarVoice component will use it, and you can configure it however you like—including setting the volume property Voice chat FAQ. For example, you could add this line to your script to set the volume:
audioSource.volume = 0.2f; // Set to desired local playback volume
audioSource.volume = 0.2f; // Set to desired local playback volume
So your script would look like:
using UnityEngine;
using Normal.Realtime;

public class VoiceAudioSourceSetup : MonoBehaviour {
void Awake() {
// Ensure there's an AudioSource on the same GameObject as RealtimeAvatarVoice
AudioSource audioSource = GetComponent<AudioSource>();
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();

// Set rolloff mode to linear
audioSource.spatialBlend = 1.0f; // 3D sound
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.minDistance = 1.0f;
audioSource.maxDistance = 20.0f;

// Set local playback volume
audioSource.volume = 0.2f; // Lower volume locally
}
}
using UnityEngine;
using Normal.Realtime;

public class VoiceAudioSourceSetup : MonoBehaviour {
void Awake() {
// Ensure there's an AudioSource on the same GameObject as RealtimeAvatarVoice
AudioSource audioSource = GetComponent<AudioSource>();
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();

// Set rolloff mode to linear
audioSource.spatialBlend = 1.0f; // 3D sound
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.minDistance = 1.0f;
audioSource.maxDistance = 20.0f;

// Set local playback volume
audioSource.volume = 0.2f; // Lower volume locally
}
}
This will only affect the playback volume on your local client and will not change how other players hear your voice. However, the knowledge sources do not provide a method for automatically detecting and only lowering the volume of your own voice when it is played back from another client. You would need to implement additional logic for that scenario if needed. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3w ago
<@892877668549271562> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Spooky Xeva
Spooky XevaOP3w ago
im onto nothing lmao

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